Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives

Conflicts:
	imgui.cpp
	imgui.h
docking
ocornut 10 years ago
commit 39445cf23a

@ -29,13 +29,6 @@ static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
static ID3D11BlendState* g_blendState = NULL;
static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed.
struct CUSTOMVERTEX
{
float pos[2];
float uv[2];
unsigned int col;
};
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
@ -50,21 +43,13 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
D3D11_MAPPED_SUBRESOURCE mappedResource;
if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
return;
CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
ImDrawVert* vtx_dst = (ImDrawVert*)mappedResource.pData;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
vtx_dst->pos[0] = vtx_src->pos.x;
vtx_dst->pos[1] = vtx_src->pos.y;
vtx_dst->uv[0] = vtx_src->uv.x;
vtx_dst->uv[1] = vtx_src->uv.y;
vtx_dst->col = vtx_src->col;
vtx_dst++;
vtx_src++;
}
memcpy(vtx_dst, vtx_src, cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
vtx_dst += cmd_list->vtx_buffer.size();
}
g_pd3dDeviceContext->Unmap(g_pVB, 0);
@ -104,7 +89,7 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
}
// Bind shader and vertex buffers
unsigned int stride = sizeof(CUSTOMVERTEX);
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
@ -293,9 +278,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
// Create the input layout
D3D11_INPUT_ELEMENT_DESC localLayout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
@ -359,7 +344,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
D3D11_BUFFER_DESC bufferDesc;
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(CUSTOMVERTEX);
bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert);
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferDesc.MiscFlags = 0;

@ -23,7 +23,7 @@ static GLuint g_FontTexture = 0;
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
static size_t g_VboMaxSize = 20000;
static size_t g_VboSize = 0;
static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
@ -62,11 +62,11 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
for (int n = 0; n < cmd_lists_count; n++)
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
if (neededBufferSize > g_VboMaxSize)
size_t needed_vtx_size = total_vtx_count * sizeof(ImDrawVert);
if (g_VboSize < needed_vtx_size)
{
g_VboMaxSize = neededBufferSize + 5000; // Grow buffer
glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_STREAM_DRAW);
g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert); // Grow buffer
glBufferData(GL_ARRAY_BUFFER, g_VboSize, NULL, GL_STREAM_DRAW);
}
// Copy and convert all vertices into a single contiguous buffer
@ -217,8 +217,6 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
glGenBuffers(1, &g_VboHandle);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_DYNAMIC_DRAW);
glGenVertexArrays(1, &g_VaoHandle);
glBindVertexArray(g_VaoHandle);

@ -142,6 +142,7 @@
Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
- 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
- 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
- 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
- 2015/03/17 (1.36) - renamed GetItemRectMin()/GetItemRectMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function (will obsolete).
@ -1678,7 +1679,7 @@ static inline void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_lis
if (draw_list->commands.back().vtx_count == 0)
draw_list->commands.pop_back();
out_render_list.push_back(draw_list);
GImGui->IO.MetricsVertices += (int)draw_list->vtx_buffer.size();
GImGui->IO.MetricsRenderVertices += (int)draw_list->vtx_buffer.size();
}
}
@ -2212,7 +2213,7 @@ void ImGui::Render()
}
// Gather windows to render
g.IO.MetricsVertices = 0;
g.IO.MetricsRenderVertices = 0;
for (size_t i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
g.RenderDrawLists[i].resize(0);
for (size_t i = 0; i != g.Windows.size(); i++)
@ -7697,31 +7698,64 @@ void ImDrawList::PopTextureID()
UpdateTextureID();
}
void ImDrawList::ReserveVertices(unsigned int vtx_count)
void ImDrawList::PrimReserve(unsigned int vtx_count)
{
if (vtx_count > 0)
{
ImDrawCmd& draw_cmd = commands.back();
draw_cmd.vtx_count += vtx_count;
vtx_buffer.resize(vtx_buffer.size() + vtx_count);
vtx_write = &vtx_buffer[vtx_buffer.size() - vtx_count];
}
ImDrawCmd& draw_cmd = commands.back();
draw_cmd.vtx_count += vtx_count;
size_t vtx_buffer_size = vtx_buffer.size();
vtx_buffer.resize(vtx_buffer_size + vtx_count);
vtx_write = &vtx_buffer[vtx_buffer_size];
}
void ImDrawList::AddVtx(const ImVec2& pos, ImU32 col)
void ImDrawList::PrimTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
{
vtx_write->pos = pos;
vtx_write->col = col;
vtx_write->uv = GImGui->FontTexUvWhitePixel;
vtx_write++;
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
vtx_write[0].pos = a; vtx_write[0].uv = uv; vtx_write[0].col = col;
vtx_write[1].pos = b; vtx_write[1].uv = uv; vtx_write[1].col = col;
vtx_write[2].pos = c; vtx_write[2].uv = uv; vtx_write[2].col = col;
vtx_write += 3;
}
void ImDrawList::AddVtxUV(const ImVec2& pos, ImU32 col, const ImVec2& uv)
void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
{
vtx_write->pos = pos;
vtx_write->col = col;
vtx_write->uv = uv;
vtx_write++;
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
const ImVec2 b(c.x, a.y);
const ImVec2 d(a.x, c.y);
vtx_write[0].pos = a; vtx_write[0].uv = uv; vtx_write[0].col = col;
vtx_write[1].pos = b; vtx_write[1].uv = uv; vtx_write[1].col = col;
vtx_write[2].pos = c; vtx_write[2].uv = uv; vtx_write[2].col = col;
vtx_write[3].pos = a; vtx_write[3].uv = uv; vtx_write[3].col = col;
vtx_write[4].pos = c; vtx_write[4].uv = uv; vtx_write[4].col = col;
vtx_write[5].pos = d; vtx_write[5].uv = uv; vtx_write[5].col = col;
vtx_write += 6;
}
void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)
{
const ImVec2 b(c.x, a.y);
const ImVec2 d(a.x, c.y);
const ImVec2 uv_b(uv_c.x, uv_a.y);
const ImVec2 uv_d(uv_a.x, uv_c.y);
vtx_write[0].pos = a; vtx_write[0].uv = uv_a; vtx_write[0].col = col;
vtx_write[1].pos = b; vtx_write[1].uv = uv_b; vtx_write[1].col = col;
vtx_write[2].pos = c; vtx_write[2].uv = uv_c; vtx_write[2].col = col;
vtx_write[3].pos = a; vtx_write[3].uv = uv_a; vtx_write[3].col = col;
vtx_write[4].pos = c; vtx_write[4].uv = uv_c; vtx_write[4].col = col;
vtx_write[5].pos = d; vtx_write[5].uv = uv_d; vtx_write[5].col = col;
vtx_write += 6;
}
void ImDrawList::PrimQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col)
{
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
vtx_write[0].pos = a; vtx_write[0].uv = uv; vtx_write[0].col = col;
vtx_write[1].pos = b; vtx_write[1].uv = uv; vtx_write[1].col = col;
vtx_write[2].pos = c; vtx_write[2].uv = uv; vtx_write[2].col = col;
vtx_write[3].pos = a; vtx_write[3].uv = uv; vtx_write[3].col = col;
vtx_write[4].pos = c; vtx_write[4].uv = uv; vtx_write[4].col = col;
vtx_write[5].pos = d; vtx_write[5].uv = uv; vtx_write[5].col = col;
vtx_write += 6;
}
static ImVector<ImVec2> GTempPolyData;
@ -7787,29 +7821,30 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
}
const ImU32 col_trans = col & 0x00ffffff;
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
int vertex_count = count*12;
ReserveVertices(vertex_count);
const int vertex_count = count*12;
PrimReserve(vertex_count);
// Stroke
for (int i = 0; i < count; i++)
{
const int ni = (i+1) < points_count ? i+1 : 0;
AddVtx(points[ni], col);
AddVtx(points[i], col);
AddVtx(temp_outer[i], col_trans);
PrimVtx(points[ni], uv, col);
PrimVtx(points[i], uv, col);
PrimVtx(temp_outer[i], uv, col_trans);
AddVtx(temp_outer[i], col_trans);
AddVtx(temp_outer[ni], col_trans);
AddVtx(points[ni], col);
PrimVtx(temp_outer[i], uv, col_trans);
PrimVtx(temp_outer[ni], uv, col_trans);
PrimVtx(points[ni], uv, col);
AddVtx(temp_inner[ni], col_trans);
AddVtx(temp_inner[i], col_trans);
AddVtx(points[i], col);
PrimVtx(temp_inner[ni], uv, col_trans);
PrimVtx(temp_inner[i], uv, col_trans);
PrimVtx(points[i], uv, col);
AddVtx(points[i], col);
AddVtx(points[ni], col);
AddVtx(temp_inner[ni], col_trans);
PrimVtx(points[i], uv, col);
PrimVtx(points[ni], uv, col);
PrimVtx(temp_inner[ni], uv, col_trans);
}
}
@ -7852,28 +7887,29 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
}
const ImU32 col_trans = col & 0x00ffffff;
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
int vertex_count = (points_count-2)*3 + points_count*6;
ReserveVertices(vertex_count);
PrimReserve(vertex_count);
// Fill
for (int i = 2; i < points_count; i++)
{
AddVtx(temp_inner[0], col);
AddVtx(temp_inner[i-1], col);
AddVtx(temp_inner[i], col);
PrimVtx(temp_inner[0], uv, col);
PrimVtx(temp_inner[i-1], uv, col);
PrimVtx(temp_inner[i], uv, col);
}
// AA fringe
for (int i = 0, j = points_count-1; i < points_count; j=i++)
{
AddVtx(temp_inner[i], col);
AddVtx(temp_inner[j], col);
AddVtx(temp_outer[j], col_trans);
PrimVtx(temp_inner[i], uv, col);
PrimVtx(temp_inner[j], uv, col);
PrimVtx(temp_outer[j], uv, col_trans);
AddVtx(temp_outer[j], col_trans);
AddVtx(temp_outer[i], col_trans);
AddVtx(temp_inner[i], col);
PrimVtx(temp_outer[j], uv, col_trans);
PrimVtx(temp_outer[i], uv, col_trans);
PrimVtx(temp_inner[i], uv, col);
}
}
@ -7891,7 +7927,7 @@ void ImDrawList::ArcToFast(const ImVec2& centre, float radius, int amin, int ama
{
static ImVec2 circle_vtx[12];
static bool circle_vtx_builds = false;
static const int circle_vtx_count = IM_ARRAYSIZE(circle_vtx);
const int circle_vtx_count = IM_ARRAYSIZE(circle_vtx);
if (!circle_vtx_builds)
{
for (int i = 0; i < circle_vtx_count; i++)
@ -7902,6 +7938,7 @@ void ImDrawList::ArcToFast(const ImVec2& centre, float radius, int amin, int ama
}
circle_vtx_builds = true;
}
if (amin > amax) return;
if (radius == 0.0f)
@ -7947,6 +7984,7 @@ void ImDrawList::Rect(const ImVec2& a, const ImVec2& b, float rounding, int roun
r = ImMin(r, fabsf(b.x-a.x) * ( ((rounding_corners&(1|2))==(1|2)) || ((rounding_corners&(4|8))==(4|8)) ? 0.5f : 1.0f ) - 1.0f);
r = ImMin(r, fabsf(b.y-a.y) * ( ((rounding_corners&(1|8))==(1|8)) || ((rounding_corners&(2|4))==(2|4)) ? 0.5f : 1.0f ) - 1.0f);
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
if (r == 0.0f || rounding_corners == 0)
{
LineTo(ImVec2(a.x,a.y));
@ -8026,6 +8064,8 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
if (text_end == NULL)
text_end = text_begin + strlen(text_begin);
if (text_begin == text_end)
return;
IM_ASSERT(font->ContainerAtlas->TexID == texture_id_stack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
@ -8033,9 +8073,9 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
const unsigned int char_count = (unsigned int)(text_end - text_begin);
const unsigned int vtx_count_max = char_count * 6;
const size_t vtx_begin = vtx_buffer.size();
ReserveVertices(vtx_count_max);
PrimReserve(vtx_count_max);
font->RenderText(font_size, pos, col, clip_rect_stack.back(), text_begin, text_end, vtx_write, wrap_width, cpu_clip_max);
font->RenderText(font_size, pos, col, clip_rect_stack.back(), text_begin, text_end, this, wrap_width, cpu_clip_max);
// give back unused vertices
vtx_buffer.resize((size_t)(vtx_write - &vtx_buffer.front()));
@ -8054,13 +8094,8 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im
if (push_texture_id)
PushTextureID(user_texture_id);
ReserveVertices(6);
AddVtxUV(ImVec2(a.x,a.y), col, uv0);
AddVtxUV(ImVec2(b.x,a.y), col, ImVec2(uv1.x,uv0.y));
AddVtxUV(ImVec2(b.x,b.y), col, uv1);
AddVtxUV(ImVec2(a.x,a.y), col, ImVec2(uv0.x,uv0.y));
AddVtxUV(ImVec2(b.x,b.y), col, uv1);
AddVtxUV(ImVec2(a.x,b.y), col, ImVec2(uv0.x,uv1.y));
PrimReserve(6);
PrimRectUV(a, b, uv0, uv1, col);
if (push_texture_id)
PopTextureID();
@ -9076,7 +9111,7 @@ ImVec2 ImFont::CalcTextSizeW(float size, float max_width, const ImWchar* text_be
return text_size;
}
void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect_ref, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices, float wrap_width, const ImVec2* cpu_clip_max) const
void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect_ref, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width, const ImVec2* cpu_clip_max) const
{
if (!text_end)
text_end = text_begin + strlen(text_begin);
@ -9100,6 +9135,8 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
float x = pos.x;
float y = pos.y;
ImDrawVert* out_vertices = draw_list->vtx_write;
const char* s = text_begin;
while (s < text_end)
{
@ -9187,6 +9224,7 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
}
}
// NB: we are not calling PrimRectUV() here because non-inlined causes too much overhead in a debug build.
out_vertices[0].pos = ImVec2(x1, y1);
out_vertices[0].uv = ImVec2(u1, v1);
out_vertices[0].col = col;
@ -9214,6 +9252,8 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
x += char_width;
}
draw_list->vtx_write = out_vertices;
}
//-----------------------------------------------------------------------------
@ -9886,7 +9926,6 @@ void ImGui::ShowTestWindow(bool* opened)
static float f1=1.123f;
static float f2=0;
static float f3=123456789.0f;
ImGui::SliderFloat("slider float", &f1, 0.0f, 2.0f);
ImGui::SliderFloat("slider log float", &f2, -10.0f, 10.0f, "%.4f", 3.0f);
static float angle = 0.0f;
@ -10496,7 +10535,7 @@ void ImGui::ShowMetricsWindow(bool* opened)
{
ImGui::Text("ImGui %s", ImGui::GetVersion());
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::Text("%d vertices", ImGui::GetIO().MetricsVertices);
ImGui::Text("%d vertices", ImGui::GetIO().MetricsRenderVertices);
ImGui::Separator();
struct Funcs

@ -317,7 +317,7 @@ namespace ImGui
// Widgets: Drags (tip: ctrl+click on a drag box to input text)
// ImGui 1.38+ work-in-progress, may change name or API.
IMGUI_API bool DragFloat(const char* label, float* v, float v_step = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f"); // If v_max >= v_max we have no bound
IMGUI_API bool DragInt(const char* label, int* v, int v_step = 1, int v_min = 0.0f, int v_max = 0.0f, const char* display_format = "%.0f"); // If v_max >= v_max we have no bound
IMGUI_API bool DragInt(const char* label, int* v, int v_step = 1, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); // If v_max >= v_max we have no bound
// Widgets: Input
IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
@ -670,7 +670,7 @@ struct ImGuiIO
bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input)
bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input)
float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
int MetricsVertices; // Vertices processed during last call to Render()
int MetricsRenderVertices; // Vertices processed during last call to Render()
//------------------------------------------------------------------
// [Internal] ImGui will maintain those fields for you
@ -918,8 +918,8 @@ struct ImDrawList
// Primitives
IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F);
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F);
IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
@ -929,15 +929,19 @@ struct ImDrawList
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col);
// Advanced
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'user_callback' in ImDrawCmd and call the function instead of rendering triangles.
IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'user_callback' in ImDrawCmd and call the function instead of rendering triangles.
IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
// Internal helpers
IMGUI_API void ReserveVertices(unsigned int vtx_count);
IMGUI_API void AddVtx(const ImVec2& pos, ImU32 col);
IMGUI_API void AddVtxUV(const ImVec2& pos, ImU32 col, const ImVec2& uv);
IMGUI_API void PrimReserve(unsigned int vtx_count);
IMGUI_API void PrimTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);
IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
IMGUI_API void PrimQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
IMGUI_API void PrimLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
IMGUI_API void UpdateClipRect();
IMGUI_API void UpdateTextureID();
IMGUI_API void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { vtx_write->pos = pos; vtx_write->uv = uv; vtx_write->col = col; vtx_write++; }
};
// Load and rasterize multiple TTF fonts into a same texture.
@ -1021,18 +1025,18 @@ struct ImFont
// Methods
IMGUI_API ImFont();
IMGUI_API ~ImFont();
IMGUI_API void Clear();
IMGUI_API void BuildLookupTable();
IMGUI_API const Glyph* FindGlyph(unsigned short c) const;
IMGUI_API void SetFallbackChar(ImWchar c);
IMGUI_API bool IsLoaded() const { return ContainerAtlas != NULL; }
IMGUI_API void Clear();
IMGUI_API void BuildLookupTable();
IMGUI_API const Glyph* FindGlyph(unsigned short c) const;
IMGUI_API void SetFallbackChar(ImWchar c);
IMGUI_API bool IsLoaded() const { return ContainerAtlas != NULL; }
// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
IMGUI_API ImVec2 CalcTextSizeW(float size, float max_width, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL) const; // wchar
IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices, float wrap_width = 0.0f, const ImVec2* cpu_clip_max = NULL) const;
IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
IMGUI_API ImVec2 CalcTextSizeW(float size, float max_width, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL) const; // wchar
IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width = 0.0f, const ImVec2* cpu_clip_max = NULL) const;
IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
};
//---- Include imgui_user.h at the end of imgui.h

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